{"id":108957,"date":"2020-02-07T19:58:00","date_gmt":"2020-02-07T19:58:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/357223"},"modified":"2020-02-07T19:58:00","modified_gmt":"2020-02-07T19:58:00","slug":"alt-ctrl-gdc-showcase-kaleida","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/02\/07\/alt-ctrl-gdc-showcase-kaleida\/","title":{"rendered":"ALT.CTRL.GDC Showcase: Kaleida"},"content":{"rendered":"<p><em><strong>The 2020&nbsp;Game Developers Conference&nbsp;will feature an exhibition called&nbsp;<a href=\"http:\/\/www.gdconf.com\/events\/altctrlgdc.html\">Alt.Ctrl.GDC<\/a>&nbsp;dedicated to&nbsp;games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase.<\/strong><\/em><\/p>\n<p><em>Kaleida&nbsp;<\/em>tasks players with shooting down incoming ships, but does so through turning the universe with a crystaline controller that feels right out of an alien starship.<\/p>\n<p>Gamasutra had a chat with the team behind <em>Kaleida<\/em>&nbsp;to talk about the ideas that went into creating this striking controller, the challenges of aiming for a simple control scheme, and how the gameplay naturally flowed from the abilities of the controller&#8217;s design.<\/p>\n<p><strong>Mora-Davison: <\/strong>My name is Benjamin Mora-Davison, and I am a designer and programmer on <em>Kaleida<\/em>.&nbsp;I\u2019ve worked in the industry as a Unity Developer for the past few summers, but my true passion is game design. I currently study game design as a student at Sheridan College, and in my spare time I develop and design games. Working on games such as <em>Kaleida<\/em> and <em>Recalculating<\/em> (a game that explores the dangers of ridesharing) has also granted me the opportunity to design and showcase my work at GDC and the Montreal Independent Game Awards, which is a big step for me as I build my career as a designer.<\/p>\n<p><strong>McKague:<\/strong> I\u2019m Justin McKague, and I am also a designer and programmer on <em>Kaleida<\/em>.&nbsp;I started making small games with a friend in late high school, and fell in love with the experience of making games. I started in Sheridan\u2019s Game Design program right out of high school, and now I regularly participate in game jams and work on some personal games, like <em>Kaleida<\/em>, in my spare time.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/02\/alt-ctrl-gdc-showcase-kaleida.png\" width=\"646\"><\/p>\n<p><strong>Arroz: <\/strong>My name is Mary Arroz, and I am a controller, game, and level designer for <em>Kaleida<\/em>.&nbsp;As with everyone else on the team, I\u2019m also a game design student at Sheridan. Prior to my time there, I finished an English and Film Studies double degree at the University of Calgary. During my final year, I started dabbling with interactive projects as my higher-level courses allowed us to use creative projects for our assignments. I ended up using Flash to create interactive comics, along with experimenting in Twine and Ren\u2019py for branching narratives. I learned I loved designing interaction-based experiences, and eventually moved to Ontario for school, where I\u2019ve been making and showcasing games for the past three years.<\/p>\n<p><strong>Ma:<\/strong> My name is Xinran Ma. I am a controller and game designer on <em>Kaleida<\/em>. In addition, I am also responsible for graphic design, motion graphics, and visual implementation in the project.&nbsp;While I am a student studying game design, I enjoy making games on my own time because I want to bring my own unique experiences into the game space. I mostly enjoy showcasing the games I&#8217;ve made whenever I am able &#8211; mostly across the Toronto area. However,&nbsp;just this year, I&#8217;ve also had the opportunity to do so at Montreal International Games Festival and now Alt Ctrl GDC as well.&nbsp;<\/p>\n<p><strong>McKague: <\/strong>When we had the opportunity to show <em>Kaleida<\/em> at a local Unity meetup, we had to give people the rundown of our control scheme very fast. The controls are rather simple, so it is a quick process to explain how to play. \u201cTilt to rotate the environment\u201d and \u201cPump to shoot a laser horizontally and blast enemies\u201d. We also designed the main menu to be a playground to learn the controls and to become familiar in a short time.<\/p>\n<h3><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/02\/alt-ctrl-gdc-showcase-kaleida.jpg\" width=\"646\"><\/h3>\n<p><strong>Arroz: <\/strong>Our first controller prototype was made using a Styrofoam ball of approximately the same diameter. After testing the controller and enjoying the feel and affordance of the ball, we went to the craft store planning to repurpose or create something more appropriate for longer-term use. As this was during the holiday season, we stumbled upon these clear, plastic ornaments which were of comparable size to our prototype materials. The plastic was sturdy enough to be pumped without breaking, and we were immediately interested with how the controller would look using clear material&nbsp; &#8211; we really loved the idea of allowing people to see the wiring. After putting our materials together for the first test, we knew we had something aesthetically unique!<\/p>\n<p><strong>Mora-Davison:<\/strong> In addition to providing strong visual feedback, giving the player control of the game space forces them to think from a different perspective. In our initial designs, the player actually rotated an avatar, but the orientation of the player avatar and controller eventually mismatched and caused dissonance. So, we shifted control of the rotation to the environment. This not only reduced dissonance, it also opened up new design opportunities and created a unique play aesthetic.<\/p>\n<p><strong>McKague:&nbsp; <\/strong>Very soon after creating the first prototype of our controller, we made the connection to involve rotation; it just felt natural. We originally thought about 360 degrees of movement where the player could rotate freely, however, rotating freely with the controller didn\u2019t feel quite right.&nbsp; In a meeting, we decided that tilting from side-to-side felt more comfortable than precisely holding to get the right angle, so we came up with the idea of using the angles of geometric shapes to clamp the player\u2019s rotation.<\/p>\n<p><strong>Mora-Davison: <\/strong><em>Kaleida<\/em> was developed with Unity, and uses a Makey Makey to process input from the controller into keypresses. That\u2019s pretty much it;&nbsp;we stuck with tools and technology we had used previously in order to bring out the best of the team.&nbsp;&nbsp;<\/p>\n<p><strong>Ma: <\/strong>The controller is made of entirely of wood, acrylic plastic, cloth, and wire. We wanted to use materials that had good structural integrity and fulfilled its purpose without requiring us to have any outstanding skills in engineering. Woodworking is none of our strong suits, so we utilized preexisting objects and put them together to spark intrigue.&nbsp;<\/p>\n<p><strong>Ma:&nbsp;<\/strong><em>Kaleida<\/em> doesn&#8217;t look like anything else &#8211; its shape is its own, which is what we think stirs a reaction amongst those who approach it. We want players to have that sense of curiosity before playing our game. We&#8217;ve briefly showcased this game in public at a Unity Developers meetup in Toronto, and a number of people exhibited this exact curiosity we hoped to elicit from them. We hope we can attract even more players&nbsp; on the GDC floor.<\/p>\n<p><strong>Arroz:<\/strong> We really went into this project wanting to create something with very simple mechanics and input, trying to create a controller people could learn to use by watching. This was not, however, without its hiccups.<\/p>\n<p>In one iteration, our controller\u2019s central ball (along with the affixed rods) would naturally twist because of how it was fastened. Considering our game\u2019s rotation mechanic and the central piece visually askew, a few people assumed that the controller worked by twisting, rather than tilting. We fixed the pump so it could no longer rotate, but we understand that some people might have that assumption due to our game\u2019s mechanics.<\/p>\n<p>The majority of players pick up how to use the controller pretty quickly, though it takes some concentration to master. The slight cognitive disconnect between the controller\u2019s tilt and the game space\u2019s rotation is where <em>Kaleida<\/em>\u2019s challenge comes from, the controller prompting a wholly different game experience than when played with a keyboard or gamepad.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The 2020&nbsp;Game Developers Conference&nbsp;will feature an exhibition called&nbsp;Alt.Ctrl.GDC&nbsp;dedicated to&nbsp;games that use alternative control schemes and interactions. Gamasutra will be talking to the developers of each of the games that have been selected for the showcase. Kaleida&nbsp;tasks players with shooting down incoming ships, but does so through turning the universe with a crystaline controller that feels [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":108958,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-108957","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108957","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=108957"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/108957\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/108958"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=108957"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=108957"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=108957"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}